DommeBreaker - Zee Vital


Yeah, I know. You're wondering how we're not even close to done after a year of working on this game. Brother/Sister, we're as confused as you are, but mostly we're confused that 12 months went by so quickly. Our initial hope was to release DommeBreaker by the end of this year. Good thing we never mentioned that...

Anyway, this month you voted for information about our business model and release DLC. Well, we have some good news that you may have already seen on the DommeBreaker store page: the base game will be free! "But what constitutes the base game? Especially considering you're telling us there will be DLC on release," I don't hear you ask, because this was written in advance. Allow us to clarify:
  • The base game will include everything we've shown so far involving Stacy, Hannah, Tomie, Jitsuko and Emily.
  • The base game will be a complete experience with a setup, middle and ending to the story. So far, every post has been about the base game.
  • Future Community posts featuring DLC content will be clearly labeled as such.
Why did we choose to make the base game free?
To get as many people as possible to try the game out.

How do we plan to make money?

Basically, we have a lot of ideas for self-contained bits of DLC focusing on various specific kinks and fetishes. However, not everybody will be into every type of DLC. We decided the best option was to try to make DLC self-contained, so that players can get just the content they're interested in, without feeling like they need to go buy and play through content that doesn't appeal to them. Think of it as 'a la carte' smut. The base game is the free taste we hope will get you hooked and that will setup the characters/setting for DLC.

So what's going to be the release DLC?
  • We'll have a digital artbook featuring not only the finished works, but also unused sketches, some notes and behind-the-scenes looks into some of the choices we made during development.
  • We'll release the first self-contained bit of DLC featuring Shizuru from Femdom Lines. We won't get into details about her DLC yet, but it should come as no surprise that it'll be CBT themed.
As for how exactly DLC will work content-wise, that's going to take an entire future Community post to explain, because we have various types of content in mind. For now, we wish you a happy and sexy new year!
Of course, let's not forget the Roadmap update for December:

FINISHED:
  • Richard's theme
  • Emily Victory Scenes 2+3
  • Player upgrades design
  • Player abilities design (still needs late-game balancing)
  • Rewrites and script fixes for Emily Victory Scenes 2+3 and Tomie Combat 1
  • Testing Tutorial and Emily 1 balance
CURRENTLY WORKING ON:
  • Main Menu theme
  • Tomie Combat art Stages 2+3
  • Emily Combat Stages 2+3 balancing
  • Ending Sequence writing
Oh, yeah. The poll for next month! That's right, it's a fake poll. We recently got the Tomie Stage 1 combat art and you need to see it. I didn't even discuss this with Zee. I'm literally deciding this as I write the Community post. We'll resume actual polls next month.
Bloody Efforts - FM OstryTM
The bug that caused the crash of some games (~10% of games) was finally found and fixed!
and HAPPY NEW YEAR! :)
Fida Puti Samurai - Octopus Commander
Patch notes for v0.99

-Soundtrack updated - and new songs added.
-Crosshair color may now be changed using nice RGB sliders.
-Crosshair now have a subtly dark shadow to improve readability.
-Added option to change input settings for the "H" (hero) command.
-On game hud, when carrying max ammount of a certain ammo type, it will be displayied with the color orange.
-Railgun rate of fire is now 15% faster.
-Office Vest does not show on Chapter 2 anymore.
-fixed rotation of spawning ATM guards.
-Added new wallpapers to unlock
-Added option on Retriever Shop to show/hide owned items
-Increased volume of intro and ending videos.
-Fixed stuttering movement on all elevators.
-Updated weapon/shop icons
-Visual changes to Alien Pistol

This is it. The 0.99 patch. I'm now ending the Early Access phase, and I'm planning to release the final game on Valentines.
Happy new year!
The Devilry Reservation - ShrunkAverage
Congratulations to everyone on the New Year! This year, we released our first game and have plans for a new one. For those awaiting the second chapter of The Devilry Reservation, it is expected to be released in 2024, aiming for March, although this plan may seem ambitious considering the second episode is three times larger than the first. We look forward to new and exciting detective investigations, discovering new bugs, and continuing the story everyone deserves! Happy New Year!



Let me also tell you about our new project - a game called "Emptiness." It will be a very interesting and challenging endeavor for us and an intriguing game for you. Perhaps its Steam page will be available soon. Add the Second Episode and our new game to your wishlists! And yes, we continue to create games!

Automobilista 2 - Renato Simioni


It´s the end of an incredible year for Automobilista 2 - one that brought the sim major gameplay developments, many exciting new cars and tracks and scores of new players. It has also been its highest grossing year, almost four years after its initial release.

To celebrate the end of this great year in style with old and new players alike, the very last day of the year brings a new game update as AMS2 hits v1.5.5 along with Le Mans and several state-of-the-art 2023 Endurance race cars. The two new DLCs will remain free for all at release and into the first few days of 2024 so everyone gets to enjoy AMS2 at its very best.

We wish everyone a magnificent 2024 - we will continue pushing flat-out to keep it filled with great sim racing!


IMPORTANT NOTES:

Developments that haven´t made it to this release but that are in the works for future updates:

1- Developments to the headlight options - we have added a feature for AI to flash their headlights at incoming traffic as an immersion feature but there isn´t actually a high beam for the AI or the player yet - we are working on update is to improve visibility under standard lights. A higher intensity beam that you can flash coming up lapped traffic is for next cycle

2- More detailed LMDh ERS modelling - while the performance of PU unit and haversting / deployment overall is pretty accurate, the current model doesn´t simulate all properties of the hybrid system as mandated by the rules - likewise for the next cycle

3- Seasonal foliage and a few remaining trackside objects will be added to Le Mans in a complementary update

4- We are aware of some users regularly running into loss of controller input and / or calibration with the release of new updates, USB port swaps or controller driver updates. We have been trying hard to debug this for a few months to no avail. Usually just restarting the game resolves that, but if it doesn´t instead of creating a new profile, you may just delete Doucuments\Automobilista 2\savegame\[ProfileNumber]\automobilista 2\profiles\default.controllersettings.v1.03.sav and that will only force you to start your controller configuration from scratch rather than all game configs. We continue pushing to find a definitive fix.

5- The Multiplayer Logging Report thread is going live later on today - please use it to post logs from Multi sessions where you might have had issues in; league / event organizers who are able to collect the logs from participants on a same session that ran into trouble will be especially helpful to debug remaining reliability issues.

6- Steam pages for the new DLCs will go live with a complementary update later this week.



V1.5.3.5 -> V1.5.5.0 CHANGELOG
CONTENT
Tracks
  • Added Le Mans featuring Circuit des 24h du Mans, Bugatti layouts (part of the Circuit des 24h du Mans DLC, free for all for the first few days

Cars
  • Added LMDh class featuring BMW M Hybrid V8, Cadillac V-Series.R, Porsche 963 GTP (part Endurance Pack Pt1 DLC, free for all for the first few days)
  • Added GT3 Gen2 class featuring BMW M4, Mclaren 720S EVO, 2023 Mercedes AMG GT3 EVO, Porsche 992 GT3-R (part Endurance Pack Pt1 DLC, free for all for the first few days)

GENERAL
  • Added official support for driver swaps with a generic AI driver, fixing previous inconsistent skill level compared to the other drivers in the session
  • Added support for working track light LED panels (WIP, only Green / FCY states for now and only Le Mans & Montreal already set up for them)
  • Added option to limit maximum number of visible vehicles
  • Multiplayer: Added some additional MP logging around an unrecoverable condition when the local client is promoted to session host. Removed geographic restrictions on dedicated server searches. Increased MP browser list refresh speed
  • Added/Updated Championships for F-Vintage, F-Retros, F-Classic, F-HiTech, F-V12, F-V10, F-Reiza, F-Ultimates (all Gens), Stock Car Brasil 1979-2023, Copa Montana, Sprint Race, pCup Brasil, GT1, Group C, BMW M1 Procar
  • Added series points sets for user custom Championships for majority of all classes
  • Improved raindrop visuals and dynamics & updated rain drop and rain streak textures to achieve denser raindrops
  • Adjusted undertray sparks dynamics and colouration
  • Logitech G923 (low torque) TrueForce device improved sustained ffb effects / overall strength.
  • Added Class Scoring option to Custom Championship editor

UI & HUD
  • Added class filter to championship end of weekend screen
  • Fixed pole position bonus points showing race bonus points on champ scoring selection dialog
  • Fixed long session lengths escaping their bounding box on Start New Championship screen
  • Fixed localisation and alignment issues on Controls screen active suspension labels
  • Fixed cancel/save buttons sharing same key bind on Edit Grid page
  • Updated motorsport preset for Group C
  • Added event presets for LMDh+GT3Gen2, LMDh and GT3 Gen2
  • Interlagos 1993: Added missing track map in HUD display for Interlagos 1993

PHYSICS
  • Added support for progressive third springs (used by new LMDh cars & Cadillac DPi)
  • GT3 (both gens): Adjusted body drag for all models & engine peaks for AMG Mercedes & Porsche to rectify excessive terminal top speed
  • Added Low Downforce setup configurations for GTE
  • Adjusted traction control actuation for GTE, GT4, GT3 Gen1 (all models)
  • Revised FFB for GT1, GTE, GT Open, Porsche Cup, GT4, Ginetta G55 Supercup, GT5 and G40 Cup (all models)

AI
  • Added car-specific AI race start mistake scalar overrides so AI for more modern formula cars (F-Reiza / F-Ultimates) with advanced clutches don´t struggle with major burnouts off the line, while those happen more often in stats with F-Vintages / F-Retros / F-Classics / F-V12 / F-V10 Gen1
  • Adjusted AI launch performance on wet for all high power formula classes listed above
  • Slightly increased the likelihood of AI making a mistake during braking when under pressureDisabled AI half-spin mistakes on corner exit
  • Caterham (all models): Adjusted AI suspension rates & increased roll torque stab in attempt to minimise issues with higher curbs
  • Increased amount of AI lifting off the throttle under blue flags
  • Kart 125 shifter: fixed bounce when spawned to track
  • AI calibration pass for LMDh, DPI & P1 (both gens)

AUDIO
  • Added reverb and wall reflection volume sliders to AUDIO options
  • Fixed missing starter sound for: F-Trainer, F-Classic G1M2, F-Vee, McLaren F1 GT1
  • Metalmoro MRX P3 Turbo: adjusted engine sound and position
  • Fixed engine starter sound for Camaro SS, VW TSI Cup cars
  • Adjusted curb sounds so volume is less dependent on tire loads
  • Fixed missing doppler effect in trackside audio for ARC Camaro and Kart Cross
  • Adjusted surface sounds for McLaren Senna & Karts
  • Adjusted engine sound for F-Hitech G1M4
  • increased gearshift volume for Porsche 911 GT3-R & VW Polo RX
  • Camaro SS: fixed missing startup sound and adjusted external chase cam sound rev range

TRACKS
  • Interlagos 1991 / 1993: Fixed issue with the pitwall collision causing strange FFB on contact
  • Cleveland: Reduced chance of a player car missing the timing sector triggers which results in the lap not recorded

VEHICLES
  • Fixed shader emissive LCD and LED screens being too bright at night and too dim during the day
  • Updated cockpit display for GTE, GT3 Gen1, GT4 (all models) to suit shader developments
  • Fixed Chevrolet Corvette C8 Z06 windscreen HUD being too dark at night
  • GTE: added leader lights on the Porsche 991 RSR and Corvette C8.R
  • F Classic G4M2: Fixed bonnet camera clipping
  • Mclaren MP4/7: Fixed wheels and brake disc´s pivot points

Dec 31, 2023
Hail to the Rainbow - noskovgames35mm
Hello! Happy New Year to everyone! I wish you good luck, strength and peaceful skies above your head.



My work continues and I am gradually approaching the completion of a project that I have been working on for about four years, a crazy amount of time. I still have many tasks, but I really hope to get it done by 25. In the meantime, you can watch a short New Year's video based on "Hail to the Rainbow".



Best wishes!


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Dec 31, 2023
TacTanks - Dtown-Games
Hi Commander,

today i want to give you a short overview of what will happen with TacTanks with the Roadmap 2024!

- Server integration. Currently TacTanks is using a cloud server even for the single game. To give you the possibility to play offline the server logic must be integrated into the client. Also, the server logic for the coop play modes needs to be integrated in the client.

- Achievements. Well, you need more rewards for your effort for a more exiting game experience!

- Single Player Scenarios / Story. It is of course a lot more fun with a Story or with Scenarios. Currently I am working on the concept.

- Additional Tanks

- Additional Maps

So great things will happen before the release in 2024 will start!

Wishlist TacTanks to stay informed!


Dec 31, 2023
Motordoom - Hobo Cat
Happy New Year 2024



I wish you happy new year 2024!
2023 was a great year and I wanted to thank you very much for playing my games, supporting me on my game dev journey and being part of the Hobo Cat Games Community. Without you this would not be possible.

Next year Motördoom will release and I will soon be announcing when and how. Stay tuned for that. In the meanwhile check out the updated demo. This new update brings some changes, fixes and additions to the game. Check them out below:

Adding Kills to Combo Multiplier
Only the first kill of a certain enemy type in a row will increase the combo multiplier. To increase the combo multiplier by killing another enemy, you need to either kill another enemy type next or do a trick in between. So if you kill 5 enemies of the same type at once, your combo multiplier will only increase by 1. The base combo score however will increase and represent all points of the killed enemies.

Here are some examples:
You kill 2 Cerebral Daemonium enemies at once that award you with 300 points each.
Your combo will look like this:
1 x 600 (600 points total)

You kill a Cerebral Daemonium (300 points) and while still in the air a Heretic Wheel (1000 points)
Your combo will look like this:
2 x 1300 (2600 points total)

You kill a Cerebral Daemonium (300 points), perform a Tailwhip (50 points) and kill another Cerebral Daemonium (300 points).
Your combo will look like this:
3 x 650 (1950 points total)

This change tanks the highscores by a lot and gives more incentive to perform tricks and switch up your gameplay. Before, it was possible to just ride around in a manual and kill hundreds of enemies to rack up a ridiculously high combo multiplier. Now you will need to master the combination of doing tricks and kills be on top of the leaderboard, which ultimately is what Motördoom is all about.

Choosing Demonic Offerings
Every time you level up and are presented with the demonic offering choices, the game will now completely stop. Giving you all the time you need to carefully read and choose the best card offering for your build.


Career Mode
Whilst not available in the demo yet, I started implementing a career mode. This mode will be the main mode to play and unlock the new stages.
This mode is pretty much inspired by the career mode of the Tony Hawks Pro Skater games and feature different objectives in each level.
Next to killing the boss at the end of the timer, each level now features different objectives to complete like: collecting M.O.T.Ö.R. and C.O.M.B.O. letters, reaching different highscores, achieving combo goals and other fun challenges.
Beating a minimum amount of challenges in each stage will unlock new stages to play.
This additions gives players more things to do than simply surviving 10 minutes and killing the boss. Also I think it will help new players getting into the game better since the challenges all teach you how to play the game and introduce you the levels and to potential combo lines.

Small changes and improvements
Here is a list with smaller changes since the last update.
  • New explosion particles
  • New fire particles
  • New rocket trail particles
  • Flip Fire Demon card changed to Blood Offering card
  • Behavior update of Motörskull boss
  • New blood attacks for Motörjesus boss
  • Balancing
  • Small changes and bug fixes



As always please let me know what you think about these changes. You can do so either in the community discussions here on steam or on the Hobo Cat Games Discord server.

With all that I hope you have a great New Year's Eve and I see you in 2024!
Cheers,

Chris
Hobo Cat Games

Dec 31, 2023
The Danger Zone - and.khramushin
In honor of the holiday, the bunker was decorated with New Year decorations, the main character put on a festive hat again, and Easter gifts began to appear on the game map along with flying snow.
Dec 31, 2023
Community Announcements - koukouhhhnm
New characters are online
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